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Entangling Roots and Instant Grasp

Author:mmorpgvip Date:3/18/2009 Source:http://www.mmorpgvip.com
   Entangling Roots is an active base ability that immobilizes a unit and prevents them from attacking as well as Damage over Time. It typically deals Magical damage. With the exception of Blink based skill and Metamorphosis based skills, it doesn't prevent spell casting. Entangling Roots will interrupt enemies the moment that they are entangled, but they are free to cast after being entangled. Entangling Roots prevents walking and casting of Blink, but movement can still occur because of certain Triggered Abilities. Even if an entangled unit is moved because of one such ability, their regular movement will still be disabled for the duration of the roots.
Entangling Roots is unique among all disables in that its duration depends on the longest total duration of any Entangling Roots debuffs on the unit, but its damage is determined by the last applied Entangling Roots debuff. Even if the time remaining on the Entangling Roots spell of longer total duration is lower than the Entangling Roots spell of longer remaining duration, the duration is determined by the spell with the longer total duration.
To maximize the time that an enemy is disabled, players should therefore cast Entangling Roots spells only after any previous Entangling Roots spell has finished.
The Entangling Roots spell is the first spell of its type that a young Druid gets in his spell book. This type of spell is commonly called a crowd control spell and is used to stop a monster or enemy player in its tracks. On top of immobilizing someone, or something, there is also damage over time aspect to the spell as well. Once an enemy is caught in the Entangling Roots spell they are held still for 12 to 27 seconds depending on your level and take damage over that entire time.
   In the game, Roots is not sure thing like most everything else. There is always a chance that the enemy will break roots before the entire time is up. When an enemy who is rooted is struck by melee, ranged or spell damage there is a chance that the spell will break. There is also a random chance of the spell breaking as well. This is something to pay attention to as you do not want to root something and then head off to the bathroom as you may come back to a pathetic little corpse! It is a great spell but you can not always count on it holding.
Instant Grasp is simply a variation on the method of casting the Entangling Roots spell. Where the standard spell has a cast time of 1.5 seconds and is cast on an opponent Instant Grasp is, as the name implies, an instant cast spell that can be cast on the run. Instant Grasp is actually cast on yourself as opposed to an enemy. Once this spell is active any creature that hits you within 45 seconds will be rooted! This makes is super handy for running out of those tight spots. If you get in trouble and are running your little Druid butt out of a bad situation with a bad guy hitting you from behind pop Instant Grasp and your attacker will be rooted, allowing you to shamefully run away crying in peace. Remember that this spell can be cast in your animal forms!
The Root spell is very handy and you will find many uses for it as you level up. For example:
If you are taking lots of damage in a fight simply root your enemy, step back and heal yourself, re-buff and eat or drink. When in a fight against one monster and another joins in, you will want to root the second guy so you can finish off the first bad guy.
When up against a strong opponent you may want to cook him for a bit. You will cast one or several Damage over Times on monster if you want to cook him. For the time being, the mob will be stuck there as his health slowly leaks away. Multitasking is combined with you healing yourself at the same time.
As you can image there are tons of good uses for this spell. In a group situation, especially at low levels, it is almost assumed that the Druid will be in charge of CC so be ready for it!

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